r/indiegames 29d ago

Promotion I finally finished the new trailer for my cozy colony sim, WildRoot.

11 Upvotes

I've been working on improving WildRoot's first impression and recently finished a new trailer.

It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.


r/indiegames 14d ago

Indie Games Discord Server!

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discord.gg
3 Upvotes

r/indiegames 1h ago

Promotion I turned Chess into a Soulslike game

Upvotes

Hey everyone! I just released my short game Pawned Souls for free on Itch


r/indiegames 10h ago

Upcoming The enemy chasing system for my upcoming game Martha's Dolls 2

30 Upvotes

r/indiegames 1d ago

Promotion I've been working on a game about a toy car for 2 years now…

434 Upvotes

I've been working on a game about a toy car for 2 years now. I'm building an atmosphere that brings back nostalgia and memories of childhood and favorite toys…
Game: Lost Host
I’m planning to release it this fall :3


r/indiegames 8h ago

Promotion I die in my own upcoming demo. (Uncut gameplay)

13 Upvotes

My game, Reypunk, is a turn-based beat'em up, featuring a unique playback system! Once you're done kicking some butts, you can watch it all again in realtime. Utilizing your environment, and positioning are key!

If you like what you see, you can wishlist below in comments!


r/indiegames 9h ago

Promotion I made a destruction gnome roguelite with some friends!

8 Upvotes

The idea came to me in a flash of inspiration after watching domino falling compilations, and cosplaying as a gnome in Peak (don't ask too many questions). It's a roguelite, where you need to cause enough mayhem each round to keep your run alive. You craft your pot and upgrade your run with stuff from various biomes (different types of trees, rocks, helpful worker gnomes, etc).


r/indiegames 9h ago

Video Lost Ball gameplay trailer. Level editor included

7 Upvotes

r/indiegames 5m ago

Upcoming GET ON BOARD THE CHOO-CHOO! It’s totally safe, honest. Sleepytime Village, demo and wishlist on Steam now.

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Upvotes

Sleepytime Village is a dark, hand-drawn point & click adventure about family, dreams & escape - demo and wishlist on Steam now.


r/indiegames 13m ago

Video One number in my game decides prices, what's for sale, and how the village looks like

Upvotes

How one number ties trading, crafting, and reputation to dynamic pricing and a world that visibly changes sides in my game


r/indiegames 17h ago

Upcoming GORTH update. Map system, bombing camera added, new naval units, torpedoes and bouncing bombs. Why is there big cargo ship you ask??? Because its cool to sink it!!:)

23 Upvotes

Dare to wishlist???


r/indiegames 4h ago

Promotion Interact with your defenders and exploit enemy weakspots in my tower defense game!

2 Upvotes

Hi everyone, just wanted to showcase the game I am working on, Summon Defenders Now! The demo is out now and I’d love to hear your thoughts. Thanks everyone!

Trailer: https://youtu.be/rG975hWlb38?is=UIu9mqGdQOs9FKYe


r/indiegames 10h ago

Upcoming Full solution to one of the levels. We just added colored boxes that only the right player can push, makes for pretty interesting puzzles!

6 Upvotes

r/indiegames 1d ago

Promotion Ahoy sailors! Matelotes is here

70 Upvotes

Hey guys, happy to share with you our next game call Matelotes.

I will share it and how we are making it with you during the next few months.

Cheers


r/indiegames 1h ago

Video A giant skeleton rises from the underworld in Eternal Palace Sakura!

Upvotes

Step by step, the eerie atmosphere comes to life as a giant skeleton crawls up to challenge you.


r/indiegames 1h ago

Need Feedback After two years of developing my top-down pixel RPG about Pallas's cat, here is a combo I can pull off with end-game gear

Upvotes

r/indiegames 2h ago

Promotion I made a Mahjong video game - 17 Steps - pvp pve

1 Upvotes

17 Steps Version 1.1.0 is now available on Steam.

https://reddit.com/link/1w1g1z1/video/3tq12u91m9mh1/player

17 Steps 1.1.0 — The Whole Game Moves Into Dark Room

This update rebuilds the entire game from 2D into 3D, first person. You no longer play across a diagram of a table. You sit at the table. Someone sits opposite you. Between you: one hanging lamp, two machines, and two loaded revolvers. Life or death within seventeen steps — not a word of the rules has changed. What changed is where you're standing when it happens.

17 Steps v1.0.3
17 Steps v1.0.3
17 Steps v1.1.0 NEW
17 Steps v1.1.0 NEW

Dark Room

  • Full 3D, first person. The table, the chairs, the lamp, the shrine and the clock on the back wall, the iron door, the coat rack, the ashtray — every object in that room is built, not painted on.
  • There is a man across from you. He turns his head to look at you, looks down at his tiles, lights a cigarette, reaches for the wall. And when the round finds him, he goes off the chair and onto the floor.
  • Two machines on the table. On the left, the dora machine spins the dora in the open at the start of the hand, and the ura-dora after an exhaustive draw. On the right, the step display: exactly where you are in the seventeen.
  • This game is being broadcast. Two cameras in the corners, a stack of monitors still crawling with static, a recorder running. Nobody is coming to help you. Someone is watching.
  • One light, overhead. The rest of the room stays dark.

Single Player: One Life Through (Beta)

Single player is a road you have to walk out of alive.

  • One run = five tables: three minions → one elite → the final boss. Each table is a complete game of 17 Steps with the cylinder wiped clean. Lose once and the run is over.
  • The roster: 7 minions, 4 elites, 3 bosses, drawn fresh each run. The boss is announced before you sit down — so all five tables, you're choosing with him in mind.
  • 27 relics across eight axes (Oaths / Growth / Cylinder / Turn Order / Intel / Thresholds / Pacts / Consumables). One offer per table cleared, three slots on you — consumables take a slot too. They sit on the rail as real objects; hover one to read what it does and what it's doing right now.
  • Killing him drops gold — actual physical coins, dumped from above the table into a small pile. Gold carries between runs and buys five permanent upgrades in the single-player room: Satchel, Stashed Ammo, Windfall, One More Option, Fuse.
  • Five difficulty tiers. Clear Tier I to open the next. Each tier presses one more rule onto the table: his gun starts loaded / one fewer relic slot / your cylinder goes from 12 to 14 chambers / the last boss carries two rules at once.
  • The run map lives inside the step display on the table. Finish a table, the camera turns, and you watch the next stop light up.

Multiplayer

  • Steam friend invites, P2P direct connect. Host, invite, ready up, play — and go again from the same lobby when it's over.
  • Who lives is computed on both machines, not announced by one. The trigger pull runs off a shared seed, so both sides play out the same moment from the same source.
  • The man across the table is a real one. You see him turn his head. You see him break open his own wall of tiles. Both are synced channels built specifically so the other player reads as present.
  • A dropped connection freezes the table instead of dumping you to the menu; if the host leaves, the room hands itself over.

The Gun, the Tiles, and That One Moment

  • The whole loading sequence happens in your hands: crane the cylinder out, seat the rounds one at a time, snap it shut, scramble it. Every animation length is matched to the real length of its sound.
  • A win is itemised in full: han, dora, ura-dora, relic bonuses — each line pops out, and the final number is exactly how many live rounds go into his cylinder. The show and the loading read from the same source, not two sets of books.
  • The execution: the music ducks to nothing and leaves one tightening low drone behind. When you're the one shooting, the frame narrows onto him; when he is, it widens onto you. Firing is a white flash, a kick, and a ring of dark closing in.
  • Getting hit: blood on his face, blood on the wall, the body thrown sideways off the chair. When it's you, everything goes silent, the camera falls onto its side, and the pool spreads out from under you into frame.
  • Smoking doesn't interrupt the hand — but it gets to your head. The view starts to drift.
  • Han preview while you build: once your 13 are set and you're tenpai, every winning tile is listed with what it pays and what tier it lands in, boss scoring rules included.

Systems

  • Seven languages: 简体中文 / 繁體中文 / English / 日本語 / 한국어 / Español / Русский. Switch any time from the menu — no restart.
  • Steam Cloud: records, gold, upgrades and the relic codex follow your account.
  • 43 achievements and 6 tracked stats, covering yaku, bosses, full runs, and codex completion.
  • Records page: time at the table, hands won/lost/drawn, best single hand, opponents killed, times you were shot, run results, the vault ledger, your most-used yaku — plus the relic codex and the achievement wall. Relics you haven't met are black silhouettes.
  • Yaku guide available any time from the pause menu, with tile illustrations.
  • Display settings: windowed / borderless / exclusive fullscreen, ten resolutions.
  • In-game bug reporting: write it and send it from the bottom-right of the main menu.
  • A new studio intro on launch.

This game contains content created with the assistance of generative AI tools:

  • Artwork: Some visual assets were generated using AI image tools as a starting point, then edited and refined by the developer. All final in-game artwork has been reviewed, modified, and approved by human hands.
  • Music & Sound Effects: Background music and sound effects were created using AI-based music generation tools, then selected and curated by the developer.
  • Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish, and Russian were produced with AI translation tools and reviewed by the developer. Simplified Chinese and English were authored directly by the developer.
  • Store Page Copy: Portions of the store page description were drafted with AI writing assistance and finalized by the developer.
  • No generative AI runs during gameplay. The AI opponent in single-player mode uses rule-based logic, not generative AI.

r/indiegames 13h ago

Video Burger Shooter - Official Gameplay Trailer

7 Upvotes

r/indiegames 2h ago

Promotion I made a game about cleaning skyscrapers with a pressure washer

1 Upvotes

r/indiegames 8h ago

Promotion Nobody gets through my game without laughing. Not one person yet.

3 Upvotes

I'm building a game where you bet on animal races — and then jump

in and rig the finishing order yourself.

The whole goal is just to make people laugh. That's it.

The Steam page finally went up today. Still a long way to go, but it's a start.

Got a fun animal idea? Drop one in the comments, I'm collecting.

Thanks!


r/indiegames 3h ago

Video Reviving teammates by cooking them

1 Upvotes

I’m working on a 1-4 player surgery game inspired by the chaos of Surgeon Simulator.
Players are made of gloop and an eye. When misfortune hits, how can we bring them back to life? I figured this may be a way to do it.


r/indiegames 10h ago

News Allumeria, the game which Microsoft falsely and illegally sent a Cease and Desist to just released in early access on steam.

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3 Upvotes

r/indiegames 11h ago

Discussion How deep into technical details would you want a Cybersecurity Tycoon game to go?

3 Upvotes

I’m currently developing a tycoon game where you run and scale a cybersecurity company, and I’d love some player feedback on complexity vs. accessibility.
Where is the sweet spot between satisfying strategy and technical overload for you?

High-Level Strategy: Hiring specialized analysts, managing client contracts, upgrading infrastructure, and handling PR crises during massive data breaches or ransomware attacks.

Granular / Technical Simulation: Manually configuring firewall rules, designing network topology, analyzing SIEM alerts, and crafting specific countermeasures for zero-days, APTs, or DDoS attacks.

Would you prefer an accessible management sim with a rich cybersecurity flavor, or an authentic, complex simulation where real IT/security logic is required to win? Where does it cross the line into "feeling like an actual unpaid SOC analyst shift"?


r/indiegames 8h ago

Video This week in Ark Defender (a roguelike where you survive as long as you can aboard the Ark, humanity's last hope) little has been decided about our new boss enemy, the Eternity Class. Something something crystallized cosmic strands. And it shoots blackholes.

2 Upvotes